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Zapdos

In-battle formes

HP:90
Attack:90
Defense:85
Sp. Atk:125
Sp. Def:90
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656

Strategies

Written by theuncultured

Overview

Draft Order: Round 2 onwards

Price Range: 16 points

Overview: Zapdos is a premier versatile option that fits onto many teams, offering good natural bulk across the board and a valuable defensive typing to check a plethora of foes in the meta. It mainly fulfils a defensive role, punishing contact attackers with Static, weakening foes with status effects, and removing entry hazards via Defog. It can also sometimes take on an offensive role to wear down threats and pivot more easily by investing into its base great Special Attack. Zapdos does not need to be a Z-Captain to function, and other Pokemon are usually more suitable, but it can benefit from using Z-Crystals. Unfortunately, it suffers from having a crippling Stealth Rock weakness, forcing it to waste a turn using Roost, as it likes to pivot in and out. Additionally, it struggles to fit all of the moves it wants to run to check specific foes, so it appreciates teammates that can take some of the burden by offering further utility and momentum.

Common Roles

Defensive Wall: Zapdos excels in being able to check a multitude of foes. It can maintain momentum with either Volt Switch or U-turn, cripple foes with either paralysis or Toxic, remove entry hazards using Defog, and keep itself healthy with Roost.

Offensive: Zapdos can invest more EVs in Speed and Special Attack in scenarios where its defensive capabilities are less important. Thanks to its good typing and natural bulk, it can still offer some defensive utility, but it becomes more of a threat that can deal more damage and pick off frailer foes.

All-out Attacker: By fully investing in its offensive capabilities, Zapdos can become a deadly wallbreaker, utilizing damage-boosting items such as Life Orb and Choice Specs to punch holes against opposing defensive walls and Pokemon that resist its attacks.

Common Moves

Primary STAB Moves: Discharge, Volt Switch, Thunderbolt, Thunder

Setup Moves: Agility

Utility Moves: Defog, Thunder Wave, Roost, Substitute, U-turn, Toxic, Whirlwind, Roar

Coverage: Hidden Power, Heat Wave, Ancient Power, Extrasensory, Signal Beam

Niche Moves

Reflect / Light Screen: Zapdos has access to both Reflect and Light Screen to boost its teams defenses, but it often struggles to fit these moves into its moveslots, and it prefers for another teammate to utilize these moves.

Tailwind: Zapdos can use Tailwind to make its offensive teammates more threatening by temporarily increasing their Speed, and then safely pivoting out to them to keep up momentum.

Curse: In certain matches, Zapdos can use Curse to become a setup sweeper, as it has a useable Attack stat to clean up weakened foes with enough setup.

Common Items

Leftovers: Leftovers is the go-to item on defensive Zapdos sets, providing longevity over the course of a match and making it become increasingly frustrating for foes to take down via direct damage.

Rocky Helmet: Zapdos can don a Rocky Helmet to further punish contact attackers and deal valuable chip damage to them, allowing itself or its teammates to take down them later in a match.

Resistance Berries: Charti or Yache Berry can be used to tank a super effective hit targeted towards Zapdos, letting it threaten heavy damage or status in return.

Damage-boosting Items: If the opportunity arises, Zapdos can don either a Life Orb or Choice Specs and go on the offensive. It appreciates the damage boost from Life Orb, and it can use Roost to heal back the damage recoil caused by the item. Meanwhile, Choice Specs is harder to pull off, but the damage output it gains is a good trade-off.

Niche Items

Pinch Berries: Pinch Berries, such as Iapapa Berry, give Zapdos a one-time immediate boost to its health to allow it to maintain its presence if it does not want to rely on the slow recovery of Leftovers in specific matchups.

Light Clay: Zapdos can use Light Clay to extend the duration of both Reflect and Light Screen.

Choice Scarf: Zapdos can utilize Choice Scarf to immediately threaten faster offensive threats without setup.

Z-Crystal: Zapdos can utilize Z-Crystals on offensive sets to give it the power it needs to muscle through opposing defensive threats. Electrium Z is the most common, dealing immense damage towards unresisted targets. Firium Z can also be used to guarantee a large amount of damage with its coverage without fearing a miss with Heat Wave.

Draft Strategy

Zapdos provides a solid anchor as part of a defensive core to a team, checking a variety of threats. It should be paired with fast offensive threats and wallbreakers that it can enable to pressure foes.

Wallbreakers: Zapdos can lure in bulky Pokemon then pivot to teammates with high offensive stats to keep pressure on them. Pokemon such as Mega Gallade, Mega Mawile, and Mega Diancie are good examples to consider.

Late-game Sweepers: Zapdos can pivot to offensive teammates such as Kartana, Weavile, and Greninja to give them the opportunity to clean up weakened foes. They appreciate foes being crippled by it either through paralysis or poison, setting up the right circumstances to set up and become almost impossible to stop.

Other Entry Hazard Removers: Despite having access to Defog, Zapdos appreciates teammates that can also remove entry hazards, as it likes to consistently switch in to fulfil its defensive role, and it appreciates freeing up a move slot for additional coverage. Latios, Serperior, and Starmie are good examples to consider.

Ground-types: Zapdos struggles to deal meaningful damage to opposing Electric-types, so it should be drafted alongside powerful Ground-types such as Mega Garchomp, Zygarde, and Krookodile to deal with them.

Checks and Counters

Residual Damage: Zapdos can be worn down quickly via Toxic, which has a very wide distribution. Furthermore, it is weak to Stealth Rock, forcing it to waste turns to recover using Roost. This can shift momentum to the opponent's favor, as they can use the opportunity to set up.

Specially Defensive Pokemon: Zapdos struggles to break through special walls, especially as it has no great way of boosting its Special Attack stat. Examples include Clefable, Snorlax, and Alolan Muk.

Electric-resistant Pokemon: Electric-types resist Zapdos's STAB combination, and Pokemon such as Zeraora and Thundurus-T can also block Volt Switch via their abilities. Additionally, Dragon-types such as Kyurem-B and Mega Charizard X resist its Electric-type moves and can threaten it back with their strong attacks.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
Accuracy
PP
20
+1 SpD, user's Electric move next turn 2x power.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
20
Raises Def, Sp. Def of allies with Plus/Minus by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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